cleanup
- fix possible crash in conc (but it's still an ugly hack) - fix noob usage of strcmp - flag some memory leaks (it would be nice, if the author(s) would clean up the mess himself) - fix crash in substr - whitespace cleanup there are plenty more memory leaks in command.cpp - for example, every goto in cubescript does not clean up anything
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@@ -74,7 +74,7 @@ int stats[LARGEST_FACTOR];
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// detect those cases where a higher mip solid has a visible wall next to lower mip cubes
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// (used for wall rendering below)
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bool issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)
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bool issemi(int mip, int x, int y, int x1, int y1, int x2, int y2)
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{
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if(!(mip--)) return true;
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sqr *w = wmip[mip];
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@@ -121,18 +121,18 @@ void render_seg_new(float vx, float vy, float vh, int mip, int x, int y, int xs,
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{
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SWS(w,ox,oy,mfactor)->occluded = isoccluded(camera1->o.x, camera1->o.y, (float)(ox<<mip), (float)(oy<<mip), fsize);
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}
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int pvx = (int)vx>>mip;
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int pvy = (int)vy>>mip;
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if(pvx>=0 && pvy>=0 && pvx<sz && pvy<sz)
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{
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//SWS(w,vxx,vyy,mfactor)->occluded = 0;
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//SWS(w,vxx,vyy,mfactor)->occluded = 0;
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SWS(w, pvx, pvy, mfactor)->occluded = 0; // player cell never occluded
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}
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#define df(x) s->floor-(x->vdelta/4.0f)
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#define dc(x) s->ceil+(x->vdelta/4.0f)
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// loop through the rect 3 times (for floor/ceil/walls seperately, to facilitate dynamic stripify)
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// for each we skip occluded cubes (occlusion at higher mip levels is a big time saver!).
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// during the first loop (ceil) we collect cubes that lie within the lower mip rect and are
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